The '''ELL''' <small>(Edges of the Last Layer)</small> that ignores corners is easier to solve, it uses both lesser moves and has lesser cases than what is the '[[ELL|normal ELL]]'. This variation is useful for a 2-look method that solves corners last. But this corner method (sub group of [[ZBLL]]) is not in use for speed, this because of two reasons, it has twice the number of cases of [[CLL]] and the [[algorithm]]s that solves them are mostly long (the worst LL case of them all is in this group, it needs 16 [[HTM]] turns optimally). Another backdraw is that recognition for solving the edges before the corners is not so easy, you have to [[AUF]] to have a chance, sometimes even repeated AUFs.

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|name=LLEF

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|image=LLEF.png

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|variants=[[ELL]], [[EOLL]], [[EPLL]]

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|subgroup=

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|algs=15

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|moves=7.87 (Optimal [[HTM]])

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|purpose=<sup></sup>

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* [[Speedsolving]], [[FMC]]

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|previous=[[F2L cube state]]

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|next=[[LL:EO+EP cube state]]

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}}

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It can however be useful for [[FMC]]. LLEF has a low average optimal solution length of 7.87, while for the last four corners it is 11.73 (a half move more than optimal [[PLL]]). Both of these can however be lowered. One can quite often choose a inversion/mirror version of an alg to solve the same LLEF situation thus increasing one's chances of cancelling move and/or getting a better corner case. [[Partial Edge Control|Partial edge control]] can also be used to avoid the cases with four flipped edges. The corners can in turn be solved more efficiently with inserted corner 3-cycles rather than at the very end of the solution.

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'''LLEF''' (Last Layer Edges First) is a variation of [[ELL]] (Edges of the Last Layer) that ignores corners is easier to solve; it uses both fewer moves and has fewer cases than what is the '[[ELL|normal ELL]]'. This variation is useful for a 2-look method that solves corners last (see [[L4C]]). But L4C is not in use for speed solving, because of two reasons, it has twice the number of cases of [[CLL]] and the [[algorithm]]s that solve them are mostly long (the worst LL case of all is in this group, it needs 16 turns optimally ([[HTM]])). Another backdraw is that recognition for solving the edges before the corners is not so easy. If you don't have a system for colour recognition you have to [[AUF]] to have a chance, sometimes even repeated AUFs.

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Solving ELL first is 15 cases from a group of totally 48, i.e. a skip of this step occures 1:48 times, skip to [[EP]] occures 1:8 times and skip to pure [[EO]] occures 1:6 times.

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LLEF can also be useful for a [[3LLL]] method known as [[BLL]]. This method has a total of 24 algorithms and an average total of 27 moves.

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===See also:===

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It can however be useful for [[FMC]]. LLEF has a low average optimal solution length of 7.87, while for the last four corners it is 11.73 (a half move more than optimal [[PLL]]). Both of these can however be lowered. One can quite often choose a inversion/mirror version of an alg to solve the same LLEF situation thus increasing one's chances of cancelling moves and/or getting a better corner case. [[Partial Edge Control|Partial edge control]] can also be used to avoid the cases with four flipped edges. The corners can in turn be solved more efficiently with inserted corner 3-cycles rather than at the very end of the solution.

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Solving ELL first is 15 cases from a group of totally 48, i.e. a skip of this step occures 1:48 times, skip to [[EP]] only occures 1:8 times and skip to pure [[EO]] occures 1:6 times.

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===See also===

* [[ELL]]

* [[ELL]]

* [[FMC]]

* [[FMC]]

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=Algorithms=

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== External links ==

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Note that all of these algorithms are written in the Western [[notation]], where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z.

* [http://emsee.110mb.com/Speedcubing/ZZLL/No%20parity.html Michal Hordecki's algorithms for the last 4 corners]

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<strong>Click on an algorithm (not the camera icon) to watch an animation of it.</strong>

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==Algorithms==

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{{Algnote}}

The images have corners solved in darker colours, this works as a guide for those who don't know the colour sheme or is using something diffrent from this. For all other reasons you can ignore the corners.

The images have corners solved in darker colours, this works as a guide for those who don't know the colour sheme or is using something diffrent from this. For all other reasons you can ignore the corners.

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The first alg given for each case is the optimal solution in [[HTM|Half Turn Metric]].

LLEF (Last Layer Edges First) is a variation of ELL (Edges of the Last Layer) that ignores corners is easier to solve; it uses both fewer moves and has fewer cases than what is the 'normal ELL'. This variation is useful for a 2-look method that solves corners last (see L4C). But L4C is not in use for speed solving, because of two reasons, it has twice the number of cases of CLL and the algorithms that solve them are mostly long (the worst LL case of all is in this group, it needs 16 turns optimally (HTM)). Another backdraw is that recognition for solving the edges before the corners is not so easy. If you don't have a system for colour recognition you have to AUF to have a chance, sometimes even repeated AUFs.

LLEF can also be useful for a 3LLL method known as BLL. This method has a total of 24 algorithms and an average total of 27 moves.

It can however be useful for FMC. LLEF has a low average optimal solution length of 7.87, while for the last four corners it is 11.73 (a half move more than optimal PLL). Both of these can however be lowered. One can quite often choose a inversion/mirror version of an alg to solve the same LLEF situation thus increasing one's chances of cancelling moves and/or getting a better corner case. Partial edge control can also be used to avoid the cases with four flipped edges. The corners can in turn be solved more efficiently with inserted corner 3-cycles rather than at the very end of the solution.

Solving ELL first is 15 cases from a group of totally 48, i.e. a skip of this step occures 1:48 times, skip to EP only occures 1:8 times and skip to pure EO occures 1:6 times.

See also

External links

Algorithms

Note that all of these algorithms are written in the Western notation, where a lowercase letter means a double-layer turn and rotations are denoted by x, y, and z. (how to add algorithms)

Click on an algorithm (not the camera icon) to watch an animation of it.

The images have corners solved in darker colours, this works as a guide for those who don't know the colour sheme or is using something diffrent from this. For all other reasons you can ignore the corners.